/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

 /* ScriptData
 SDName: Boss_Hazzarah
 SD%Complete: 100
 SDComment:
 SDCategory: Zul'Gurub
 EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "zulgurub.h"

#define SPELL_MANABURN         26046
#define SPELL_SLEEP            24664

class boss_hazzarah : public CreatureScript
{
public:
    boss_hazzarah() : CreatureScript("boss_hazzarah") { }

    struct boss_hazzarahAI : public ScriptedAI
    {
        boss_hazzarahAI(Creature* c) : ScriptedAI(c) {}

        uint32 ManaBurn_Timer;
        uint32 Sleep_Timer;
        uint32 Illusions_Timer;

        void Reset()
        {
            ManaBurn_Timer = 4000 + rand() % 6000;
            Sleep_Timer = 10000 + rand() % 8000;
            Illusions_Timer = 10000 + rand() % 8000;
        }

        void EnterCombat(Unit* /*who*/)
        {
        }

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            //ManaBurn_Timer
            if (ManaBurn_Timer <= diff)
            {
                DoCastVictim(SPELL_MANABURN);
                ManaBurn_Timer = 8000 + rand() % 8000;
            }
            else ManaBurn_Timer -= diff;

            //Sleep_Timer
            if (Sleep_Timer <= diff)
            {
                DoCastVictim(SPELL_SLEEP);
                Sleep_Timer = 12000 + rand() % 8000;
            }
            else Sleep_Timer -= diff;

            //Illusions_Timer
            if (Illusions_Timer <= diff)
            {
                //We will summon 3 illusions that will spawn on a random gamer and attack this gamer
                //We will just use one model for the beginning
                Unit* pTarget = NULL;
                for (uint8 i = 0; i < 3; ++i)
                {
                    pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                    if (!pTarget)
                        return;

                    Creature* Illusion = me->SummonCreature(15163, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 30000);
                    if (Illusion)
                        Illusion->AI()->AttackStart(pTarget);
                }

                Illusions_Timer = 15000 + rand() % 10000;
            }
            else Illusions_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_hazzarahAI(pCreature);
    }
};

void AddSC_boss_hazzarah()
{
    new boss_hazzarah();
}

